Transport Fever 2

Transport Fever 2

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Light rail overhaul
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Vehicle: Tram
Depot: Tram Depot
File Size
Posted
Updated
33.094 MB
May 8, 2023 @ 8:14am
Jul 5, 2023 @ 10:59am
6 Change Notes ( view )

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Light rail overhaul

Description
One transport mode I always felt was missing from Transport Fever was light rail.

Sure, there are trams, but they seem little more than glorified busses, many light rail systems have extensive off street running and I wanted to be able to replicate that in the game.

Features:
- Two new street types that visually resemble track, a two-way and one-way road
- New "light rail" station that serves tram vehicles only can be built at ground level, elevated or underground
- Every vanilla tram receives new variants that allows them to be "doubled up" or have multiple trailing cars (depending on type)
- All modern era trams (post 2000) are set to have a top speed of at least 80km/h (50mph) to take advantage of dedicated tracks
- A "tram filter" a short construction that prevents non tram vehicles pathing along the track (see below)

Limitations:
I have had to work within what the game code will allow so there are some limitations and workarounds:
- When building the new tracks you still need to select "tram"
- There is currently no way to completely restrict other vehicles using the street, however, only trams can path through a "light rail" station or the provided "tram filter", so if you have a station en-route then no other vehicle types will appear. It helps to choose "YES" to bus lane when building (not visible)
- Street bridges paint their own textures so I have included 3 new bridge types which are copies of Stone, Iron and Concrete which will texture the track ballast
- Unlike regular train tracks in Transport Fever, these "light rail" tracks look a little flat, and that is because they are. I experimented with adding assets to the road types but it gave mixed results: The vehicles do not properly ride on them, and the transitions to vanilla roads doesn't look right. The solution I went with looks ok and integrates well when connecting to vanilla roads for on street running.
- All street types require "sidewalks". This means pedestrians may path along the side of the light rail tracks

Please let me know if you have any issues I will try to fix bugs as soon as possible.

Update 1.1:
Several new features added:
- More layout options for station instead of just 2 track, now between 1 and 4 track in different configurations
- Add "terminus" option to stations - note that as trams do not self reverse I had to put in a workaround to get them to do it
- Add height offset options for underground and elevated stops
- Added cargo varient of the station (requires cargo trams mod or similar to use)
- Fix bug that causes crash to desktop when trying to delete elevated stop and hovering over the connecting node
- Fix bugs related to seating positions in the extended trams

Update 1.2:
- A new construction that allows tram tracks to be built over head roads on elevated struts
- Support for longer trams now with treble and quadrouple variants
- Introduces quadrouple track tram track
- Several bug fixes

Update 1.3:
- Small fixes and cosmetic updates
- Add a new feature to allow a depot to be integrated into the station - it is intended to avoid the awkwardness of having to attach a vanilla depot to an elevated/underground system. Note this has no visual element it is purely functional for the game's perspective.

*** KNOWN ISSUES ***

1. Crash to desktop with bulldozer and elevated station
Be aware that if you have the bulldozing tool activated and move the mouse over the elevated station at the node where the street narrows the game crashes to desktop with an error "Assertion !indicies.empty() failed". However, the game is kind enough to make a save when this happens prefixed "crash" but you need to select it from the load menu when restarting (the "continue" button will use your old save file). So its more of an inconvenience than anything but you should not lose progress.

I think this is a problem in the TPF2 code so for now we have to live with it. You can workaround by being very careful about where you point the mouse during bulldozing, or use my Bulldozer++ tool which does not suffer the issue.

Technical notes: this appears to be caused by the game trying to find an area to highlight for the bulldozer. It seems that it can do this for edges and models but not non-zero sized nodes. I attempted a fix by "freeing" the nodes but that may result in the transport networks not linking properly so I have reverted it.

2. Hole in the ceiling of the underground station
If you enter first person view the there is a gap in the texture of the tunnel ceiling that allows you to see through, at the point where the track narrows/widens. I do not know how to fix this and I think its a problem with the TPF2 code, if anyone does please get in touch!

Technical nodes: like issue 1 this seems to relate to handling of a node that gets created connecting two edges of different widths. I could try to fix this by putting up another mesh to cover the hole, but it would be a lot of work to get it to look right and currently I don't think its worthwhile.

3. Z fighting/texturing in tunnels
I am not happy with how this looks but do not know how to fix it, please let me know if you have any ideas.

4. Terminus feature is experimental
Just be a bit careful when setting up a line with using the terminus feature, as being able to turn vehicles around can cause the line path to go "the wrong way". If two vehicles encounter each other going in the opposite direction they will block forever without warning, and the "turnaround" button does not work, so you have to sell the blocking vehicle to clear the blockage. Just double check your line path before assigning vehicles.

Popular Discussions View All (2)
3
Oct 22, 2024 @ 5:58pm
Passengers not staying within tram during turns
RadiKyle
0
May 11, 2024 @ 4:08am
streets requiring sidewalks
Zapp
64 Comments
joshwiz23 Apr 16 @ 4:58pm 
only the quad track works the rest are just dirt roads?
Shamurai Dec 2, 2024 @ 5:07am 
Thanks, this is going to be very helpful whenever I get around to redoing my Pittsburgh build.
Akiyama Wataru Nov 17, 2024 @ 3:37pm 
i wonder when experimental terminus becomes functional like trains reverse
DrSemiAuto Oct 27, 2024 @ 7:28pm 
on the years when the trams with elongated variants unlock, i see the game notification that they're now available, but for some reason they do not appear in the depot's purchase menu, as if they're hidden
Summer Oct 16, 2024 @ 12:18pm 
A further issue - A terminus station with a depot. The vehicles are "unable to find a path to stop" while buying them in that depot. Non-terminus stations with depots work fine. They are underground and I didn't test with above ground ones, so that might be part of the issue.
Summer Oct 16, 2024 @ 10:04am 
The crash isn't specific to underground stations I suppose. I hadn't switched it to underground yet and still going over the road with the tool crashed the game.
Summer Oct 16, 2024 @ 8:45am 
I'm getting a consistent crash when trying to place underground stations as well. Also annoying is that they keep trying to snap the tram tracks to the road instead of the above-ground station if it's oriented that way (rotating it 90 degrees helps, unless that's how you wanted your trains to face). The crash might be related to the snapping but that happens without the crash too so I'm not sure of the cause.
gsh.tls Oct 1, 2024 @ 9:17am 
On 4 track variant, cant put waypoints on two of the tracks, so cant route trams
villavine10 Sep 28, 2024 @ 9:55am 
The mod's ballast texture is z-fighting with the default ballast texture
Oldhip Sep 25, 2024 @ 9:24pm 
Can we make elevated Curved corners ?